STEAMROLLER

Manual

Everything SteamRoller adds to the Circuit Rhythm. All of the Rhythm's own functions work as described in Novation's user guide; this manual only covers what is new or different. To install, see Install.

Pads are counted left to right, top to bottom: pads 1–8 are the top row, 25–32 the bottom row.

The sound generator

In the Sample Rec view, pads of the third row control the generator. Each sound is synthesized on the Rhythm by one of two engines, so every press gives a new one.

Pad (third row)FunctionLight
leftmostpoundhard engine (while a mode is on)yellow: bright when chosen
second from the leftBAYAREA engine (while a mode is on)cyan: bright when chosen
third from the rightKit: tap to make a page of 16 sounds; hold 1.5 s to clear the pagedim purple; blinks while it works
second from the rightGenerate mode, on and offdim green; bright while on
rightmostCommit mode, on and offdim red; bright while on, yellow while storing, orange when a store can't start

Only one mode is on at a time. With neither on, the view behaves as stock: the two leftmost pads are then the Rhythm's own threshold-recording pads again.

Two engines

Turn generate or commit mode on, then press the leftmost pad for poundhard or the next one for BAYAREA. One engine is chosen at a time. The choice stays until you change it, and it also decides which engine makes the next kit page.

Generate mode

Press a track button for a new sound of that family from the chosen engine, played on that track's output. Press again for another. Shift + track button plays the current sound again, from the engine that made it. The track buttons don't leave the Sample Rec view while this mode is on.

ButtonpoundhardBAYAREA
1kick, the widest varietyclunk: a short, folded knock
2snare, sometimes built like a clapscrape: noise-like FM under a sweeping filter
3hi-hat and cymbalhiss: high FM static
4metal: clang, metal, anvilrumble: a low folded drone, slowly moving
5noisewhir: a held tone whose shape an LFO churns
6glitch and clickclang: inharmonic metal
7impact: industrial hits, always drivenchop: a held fold whose timbre a square LFO jumps
8gnarly: any family, always destroyedgnarly: any kind, more drive and folds

Storing a sound

Turn commit mode on. A track button now plays that track's sound again. To store it, hold the track button and press a slot pad (rows 1–2, the page shown). The sound is written into that slot of the current pack, replacing what was there in every project that uses the pack, and plays once from the slot. Record does not need to be on.

Stored sounds last until they fade out (at most 2 seconds), are normalized to −1 dBFS, and are exactly what you auditioned. If the store can't start (no sound on that track, a store already running, or recording), the commit pad flashes orange and nothing is written.

Kits

Tap the kit pad to fill the page shown with 16 new sounds from the chosen engine, replacing that page's slots.

Parameter locks

A parameter lock stores a value on one step: the step plays with that value, the rest of the pattern with the track's own. There are two ways to set one, and both work the same way: Record on, then hold a step, and set the value with a knob or with the step sliders. Locks are sent a moment before their step and written straight to the sound chip, so they are in place when the sound starts. They save with the project.

With the knobs

Turn any of the eight knobs while holding the step: the sample controls, distortion and the filters. Turning a knob while nothing is held changes the track's own value, as stock. To remove a knob's locks, hold Clear and turn that knob: this clears its whole lane on the track.

With the step sliders

While you hold the step, the two bottom pad rows stop showing samples and become sliders for that step, two rows at a time. Still holding the step, the sample-page arrows scroll through them; when you let go, they go back to the top. A bright pad or bar is the step's lock, a dim one the track's own value. Press a pad to set the lock; press the pad that shows it again to remove it. (With Record off, holding a step and pressing a sample pad is the stock sample flip.)

RowColourPads, left to right
levelgreenminimum to maximum
pancyanpads 1–4 pan left, 5–8 pan right; press the middle two together for centre
delay sendyellownone to full
reverb sendvioletnone to full

Below these come the Grid FX rows.

Grid FX locks

Seven rows, one per Grid FX, in the colours of the Rhythm's own Grid FX view. Each row's eight pads are eight settings, more intense (or faster) to the right. Rates follow the project's tempo. A step can lock several effects at once.

RowColourPads, left to right
bit crusherlight bluegritty to destroyed: fewer bits and a lower sample rate, alternating grit and aliasing
stutterpale yellowslow to fast repeats (the Grid FX gater)
looperredlong loop to short loop
auto-filterindigoslow and shallow to fast and deep
vinylmagentalight to heavy
reverserorangelong to short (four lengths, so the pads come in pairs)
phasergreenslow and light to fast and deep

Only the track that holds the lock is affected. While a locked hit plays, its track alone goes through the Grid FX and every other track bypasses them. When two tracks hold Grid FX locks at the same time, the newest lock takes over and the earlier track goes back to dry. With no Grid FX locks playing, every track goes through the Grid FX as usual, so the Grid FX view works on the whole mix as always.

How long a lock lasts

Spice

Shift + a track button adds random locks to that track's current pattern. (In the Sample Rec view with generate mode on, Shift + track button replays a sound instead.)

Before adding anything, it reads the pattern: its length, which hits repeat in every bar (the backbone), which change (fills), accents and ghost notes, rolls, how much room each hit has, and what the other tracks play on the same step. It then picks three or four parameters (always pan or level, plus a distortion or filter control) and moves them by role:

Hits that repeat get the same move every bar, so the groove keeps its shape. Pitch, decay, attack and sample start and end are never touched, and your own locks are kept. Press again for another take: the pattern first goes back to how it was before. Press Play once after loading a project, before the first spice.

Pattern generator

With Record on, Shift + a track button writes a whole new pattern on that track, replacing the pattern its view shows (with Record off, the same press is spice). Press again for another. Each press draws one of four styles:

Each pattern is built from a cell that repeats exactly: velocities follow the metre (beats strong, offbeats softer), the cell has one ratchet spot, fixed ghost notes and, in power noise and IDM, one recurring Grid FX spot. Only the last cell, the fill, varies, with a few extra hits, ratchets and effects.

Everything a step can hold is used: the pattern's length, velocity, gate, micro-steps (ratchets of 2, 3 or 6, flams, late nudges), probability, parameter locks (distortion, filters, sends, level and pan, moved by role as in spice, more boldly) and Grid FX locks on a few hits, mostly fills and accents. The pitch is never touched: every step plays the sample at its own pitch. Decay, attack and sample start and end are left alone too. The pattern is an ordinary one: edit it, save it, or press again.

Two paths: one sound, or the pack

Press Sample Rec again to open its second view (where samples are placed on steps). There, the first two pads of the bottom row choose how the next pattern is made:

Pad (bottom row)PathLight
leftmostOne sound: every hit plays the track's own sampleyellow: bright when chosen
second from the leftThe pack: a whole drum part on one track, from the pack's samplesviolet: bright when chosen

On the pack path, every hit flips to a sample chosen for its role (the Rhythm's sample flip). Samples made by the generator carry their recipe, so their role is known: kicks, snares and claps, hats and cymbals, metal and other percussion, noise and destroyed sounds, clicks. Samples you recorded yourself are placed by where they sit on their page: pads 1–4 kicks, 5–8 snares, 9–12 hats, 13–16 percussion. Each role gets its own layer (snare on the backbeat, kick on the beats, hats off the beat, percussion syncopated, noise in the fills, clicks as ghosts), with two samples per role for variety. With no samples in the pack, the track's own sound is used. The choice stays until you change it.

Differences from the official firmware

Going back

To return to the official firmware, start the Rhythm in update mode (hold Sample Rec, Samples and Note while switching on) and reinstall the firmware with Novation Components. Your projects, packs and stored sounds stay on the device; locks added with SteamRoller play as plain automation there.